Animated tinted grain.
GLSL fragment shader
The effect's own code. The uniforms and helpers above it — uTex, uFeedback, the depth proxy, the frame ring, depthAt(), timeAt() — are the same header every Ether-MOSH shader opens with, and are documented once on the registry rather than reprinted on all 143 pages.
void main(){ vec4 c = texture2D(uTex, vUv); float n = rand(vUv*vec2(800.,600.) + uTime*60.0); vec3 tint = hsv2rgb(vec3(uHue, 0.9, n)); gl_FragColor = vec4(mix(c.rgb, c.rgb*0.6 + tint, uAmount), c.a); }